Add clustered shading support to most Effects and shaders
This commit is contained in:
parent
a058bed4d5
commit
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57 changed files with 139 additions and 31 deletions
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@ -6,6 +6,14 @@
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<use-shadow-pass>csm1</use-shadow-pass>
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<use-shadow-pass>csm1</use-shadow-pass>
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<use-shadow-pass>csm2</use-shadow-pass>
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<use-shadow-pass>csm2</use-shadow-pass>
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<use-shadow-pass>csm3</use-shadow-pass>
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<use-shadow-pass>csm3</use-shadow-pass>
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<clustered-shading>
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<tile-size>128</tile-size>
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<depth-slices>1</depth-slices>
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<num-threads>1</num-threads>
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<condition>
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<property>/sim/rendering/clustered-shading/enabled</property>
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</condition>
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</clustered-shading>
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<binding>
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<binding>
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<buffer>sun-shadowmap-atlas</buffer>
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<buffer>sun-shadowmap-atlas</buffer>
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<unit>10</unit>
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<unit>10</unit>
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@ -252,6 +252,7 @@
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>grain_strength</name>
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<name>grain_strength</name>
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@ -147,6 +147,7 @@
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<attribute>
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<name>orthophotoTexCoord</name>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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<index>14</index>
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@ -81,6 +81,7 @@
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>visibility</name>
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<name>visibility</name>
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@ -97,6 +97,7 @@
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>intrinsic_wetness</name>
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<name>intrinsic_wetness</name>
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@ -93,6 +93,7 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/crop.frag</fragment-shader>
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<fragment-shader n="1">Shaders/crop.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>NoiseTex</name>
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<name>NoiseTex</name>
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@ -148,6 +148,7 @@
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<fragment-shader n="4">Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader n="4">Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="6">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="6">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="7">Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>visibility</name>
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<name>visibility</name>
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@ -151,6 +151,7 @@
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>colorMode</name>
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<name>colorMode</name>
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@ -433,7 +434,8 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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<fragment-shader n="1">Shaders/default.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<!--<uniform>
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<!--<uniform>
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<name>texture</name>
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<name>texture</name>
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<type>sampler-2d</type>
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<type>sampler-2d</type>
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@ -166,6 +166,7 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
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<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<attribute>
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<name>tangent</name>
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<name>tangent</name>
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<index>6</index>
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<index>6</index>
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@ -162,6 +162,7 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
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<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<attribute>
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<name>tangent</name>
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<name>tangent</name>
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<index>6</index>
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<index>6</index>
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@ -140,6 +140,7 @@
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<attribute>
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<name>orthophotoTexCoord</name>
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<name>orthophotoTexCoord</name>
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<index>14</index>
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<index>14</index>
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@ -162,6 +162,7 @@
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
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<fragment-shader n="1">Shaders/forest.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<attribute>
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<name>tangent</name>
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<name>tangent</name>
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<index>6</index>
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<index>6</index>
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@ -450,7 +450,8 @@ please see Docs/README.model-combined.eff for documentation
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<fragment-shader n="4">Shaders/noise.frag</fragment-shader>
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<fragment-shader n="4">Shaders/noise.frag</fragment-shader>
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="6">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="6">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="7">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<uniform>
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<name>BaseTex</name>
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<name>BaseTex</name>
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@ -1519,7 +1520,8 @@ please see Docs/README.model-combined.eff for documentation
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<uniform>
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<name>BaseTex</name>
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<name>BaseTex</name>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<uniform>
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<name>BaseTex</name>
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<name>BaseTex</name>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>visibility</name>
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<name>visibility</name>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>visibility</name>
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<name>visibility</name>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>visibility</name>
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<name>visibility</name>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>visibility</name>
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<name>visibility</name>
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<fragment-shader n="5">Shaders/noise.frag</fragment-shader>
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<fragment-shader n="5">Shaders/noise.frag</fragment-shader>
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<fragment-shader n="6">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="6">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="7">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="7">Shaders/shadows-include.frag</fragment-shader>
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</program>
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<fragment-shader n="8">Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<uniform>
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<name>BaseTex</name>
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<name>BaseTex</name>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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<attribute>
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<attribute>
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<name>tangent</name>
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<name>tangent</name>
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<index>6</index>
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<index>6</index>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>intrinsic_wetness</name>
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<name>intrinsic_wetness</name>
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader n="6">Shaders/lightspot-ALS.frag</fragment-shader>
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<fragment-shader n="6">Shaders/lightspot-ALS.frag</fragment-shader>
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<fragment-shader n="7">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="7">Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader n="8">Shaders/clustered-include.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>visibility</name>
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<name>visibility</name>
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||||||
|
@ -1046,7 +1047,8 @@
|
||||||
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
||||||
<fragment-shader n="1">Shaders/runway.frag</fragment-shader>
|
<fragment-shader n="1">Shaders/runway.frag</fragment-shader>
|
||||||
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
|
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
|
||||||
<attribute>
|
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
|
||||||
|
<attribute>
|
||||||
<name>tangent</name>
|
<name>tangent</name>
|
||||||
<index>6</index>
|
<index>6</index>
|
||||||
</attribute>
|
</attribute>
|
||||||
|
|
|
@ -330,6 +330,7 @@
|
||||||
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
|
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
||||||
|
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
|
||||||
<attribute>
|
<attribute>
|
||||||
<name>orthophotoTexCoord</name>
|
<name>orthophotoTexCoord</name>
|
||||||
<index>14</index>
|
<index>14</index>
|
||||||
|
@ -982,6 +983,7 @@
|
||||||
<fragment-shader>Shaders/hazes.frag</fragment-shader>
|
<fragment-shader>Shaders/hazes.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
||||||
|
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
|
||||||
<attribute>
|
<attribute>
|
||||||
<name>orthophotoTexCoord</name>
|
<name>orthophotoTexCoord</name>
|
||||||
<index>14</index>
|
<index>14</index>
|
||||||
|
@ -1300,6 +1302,7 @@
|
||||||
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
<fragment-shader>Shaders/noise.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
||||||
|
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
|
||||||
<attribute>
|
<attribute>
|
||||||
<name>orthophotoTexCoord</name>
|
<name>orthophotoTexCoord</name>
|
||||||
<index>14</index>
|
<index>14</index>
|
||||||
|
@ -1561,6 +1564,7 @@
|
||||||
<fragment-shader>Shaders/default.frag</fragment-shader>
|
<fragment-shader>Shaders/default.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
|
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
||||||
|
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
|
||||||
<attribute>
|
<attribute>
|
||||||
<name>orthophotoTexCoord</name>
|
<name>orthophotoTexCoord</name>
|
||||||
<index>14</index>
|
<index>14</index>
|
||||||
|
|
|
@ -160,6 +160,7 @@
|
||||||
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
|
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
|
||||||
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
|
||||||
|
<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
|
||||||
<attribute>
|
<attribute>
|
||||||
<name>orthophotoTexCoord</name>
|
<name>orthophotoTexCoord</name>
|
||||||
<index>14</index>
|
<index>14</index>
|
||||||
|
|
|
@ -251,6 +251,7 @@ parameters :
|
||||||
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
|
||||||
<fragment-shader n="1">Shaders/transition.frag</fragment-shader>
|
<fragment-shader n="1">Shaders/transition.frag</fragment-shader>
|
||||||
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
|
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
|
||||||
|
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
|
||||||
</program>
|
</program>
|
||||||
|
|
||||||
<uniform>
|
<uniform>
|
||||||
|
|
|
@ -10,7 +10,7 @@ varying vec3 relPos;
|
||||||
varying vec2 rawPos;
|
varying vec2 rawPos;
|
||||||
varying vec3 worldPos;
|
varying vec3 worldPos;
|
||||||
varying vec3 ecViewdir;
|
varying vec3 ecViewdir;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
@ -93,6 +93,7 @@ vec3 landing_light(in float offset, in float offsetv);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
|
|
||||||
// a fade function for procedural scales which are smaller than a pixel
|
// a fade function for procedural scales which are smaller than a pixel
|
||||||
|
@ -453,6 +454,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (combined_wetness>0.0))
|
||||||
|
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||||
vec3 hazeColor = get_hazeColor(lightArg);
|
vec3 hazeColor = get_hazeColor(lightArg);
|
||||||
|
|
|
@ -9,6 +9,7 @@ varying vec3 relPos;
|
||||||
varying vec3 worldPos;
|
varying vec3 worldPos;
|
||||||
varying vec2 rawPos;
|
varying vec2 rawPos;
|
||||||
varying vec3 ecViewdir;
|
varying vec3 ecViewdir;
|
||||||
|
varying vec4 ecPosition;
|
||||||
varying vec2 orthoTexCoord;
|
varying vec2 orthoTexCoord;
|
||||||
|
|
||||||
|
|
||||||
|
@ -83,6 +84,7 @@ vec3 landing_light(in float offset, in float offsetv);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
|
|
||||||
float detail_fade (in float scale, in float angle, in float dist)
|
float detail_fade (in float scale, in float angle, in float dist)
|
||||||
|
@ -336,6 +338,7 @@ if (quality_level > 3)
|
||||||
color.rgb +=secondary_light * light_distance_fading(dist);
|
color.rgb +=secondary_light * light_distance_fading(dist);
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
|
|
||||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||||
|
|
|
@ -22,6 +22,7 @@
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
varying float yprime_alt;
|
varying float yprime_alt;
|
||||||
varying float mie_angle;
|
varying float mie_angle;
|
||||||
|
@ -120,7 +121,7 @@ void main()
|
||||||
|
|
||||||
// this code is copied from default.vert
|
// this code is copied from default.vert
|
||||||
|
|
||||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||||
//gl_Position = ftransform();
|
//gl_Position = ftransform();
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
normal = gl_NormalMatrix * gl_Normal;
|
normal = gl_NormalMatrix * gl_Normal;
|
||||||
|
@ -287,7 +288,7 @@ else // the faster, full-day version without lightfields
|
||||||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * vertex;
|
gl_Position = gl_ModelViewProjectionMatrix * vertex;
|
||||||
|
|
||||||
setupShadows(gl_ModelViewMatrix * vertex);
|
setupShadows(ecPosition);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -10,7 +10,7 @@ varying vec3 relPos;
|
||||||
varying vec2 rawPos;
|
varying vec2 rawPos;
|
||||||
varying vec3 worldPos;
|
varying vec3 worldPos;
|
||||||
varying vec3 ecViewdir;
|
varying vec3 ecViewdir;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
varying float steepness;
|
varying float steepness;
|
||||||
|
@ -84,6 +84,7 @@ vec3 landing_light(in float offset, in float offsetv);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||||
{
|
{
|
||||||
|
@ -427,6 +428,7 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
||||||
|
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||||
vec3 hazeColor = get_hazeColor(lightArg);
|
vec3 hazeColor = get_hazeColor(lightArg);
|
||||||
|
|
|
@ -25,6 +25,7 @@ vec3 fog_Func(vec3 color, int type);
|
||||||
//////////////////////
|
//////////////////////
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
void main (void)
|
void main (void)
|
||||||
{
|
{
|
||||||
|
@ -71,6 +72,7 @@ void main (void)
|
||||||
|
|
||||||
c1 *= ambient_light;
|
c1 *= ambient_light;
|
||||||
vec4 finalColor = c1;
|
vec4 finalColor = c1;
|
||||||
|
finalColor.rgb += getClusteredLightsContribution(ecPosition.xyz, VNormal, basecolor.rgb);
|
||||||
|
|
||||||
// if(gl_Fog.density == 1.0)
|
// if(gl_Fog.density == 1.0)
|
||||||
// fogFactor=1.0;
|
// fogFactor=1.0;
|
||||||
|
|
|
@ -6,6 +6,7 @@
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec2 orthoTexCoord;
|
varying vec2 orthoTexCoord;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
uniform sampler2D orthophotoTexture;
|
uniform sampler2D orthophotoTexture;
|
||||||
|
@ -19,6 +20,7 @@ vec3 fog_Func(vec3 color, int type);
|
||||||
//////////////////////
|
//////////////////////
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
float luminance(vec3 color)
|
float luminance(vec3 color)
|
||||||
{
|
{
|
||||||
|
@ -67,6 +69,7 @@ void main()
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||||
gl_FragColor = fragColor;
|
gl_FragColor = fragColor;
|
||||||
|
|
|
@ -21,6 +21,7 @@ attribute vec2 orthophotoTexCoord;
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec2 orthoTexCoord;
|
varying vec2 orthoTexCoord;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
uniform int colorMode;
|
uniform int colorMode;
|
||||||
|
|
||||||
|
@ -35,6 +36,7 @@ void setupShadows(vec4 eyeSpacePos);
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = ftransform();
|
gl_Position = ftransform();
|
||||||
|
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
orthoTexCoord = orthophotoTexCoord;
|
orthoTexCoord = orthophotoTexCoord;
|
||||||
normal = gl_NormalMatrix * gl_Normal;
|
normal = gl_NormalMatrix * gl_Normal;
|
||||||
|
@ -64,5 +66,5 @@ void main()
|
||||||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||||
//fogCoord = abs(ecPosition.z / ecPosition.w);
|
//fogCoord = abs(ecPosition.z / ecPosition.w);
|
||||||
//fog_Func(fogType);
|
//fog_Func(fogType);
|
||||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
setupShadows(ecPosition);
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,6 +8,7 @@ varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
varying vec2 rawPos;
|
varying vec2 rawPos;
|
||||||
varying vec3 ecViewdir;
|
varying vec3 ecViewdir;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
@ -84,6 +85,7 @@ vec3 get_hazeColor(in float light_arg);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
@ -319,7 +321,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||||
color.rgb +=secondary_light * light_distance_fading(dist);
|
color.rgb +=secondary_light * light_distance_fading(dist);
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||||
|
|
||||||
|
|
|
@ -24,6 +24,7 @@
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
varying float yprime_alt;
|
varying float yprime_alt;
|
||||||
varying float mie_angle;
|
varying float mie_angle;
|
||||||
|
@ -142,7 +143,7 @@ void main()
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * pos;
|
gl_Position = gl_ModelViewProjectionMatrix * pos;
|
||||||
|
|
||||||
//do the colour and fog
|
//do the colour and fog
|
||||||
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||||
|
|
||||||
|
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
|
|
|
@ -23,6 +23,7 @@
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
//varying float fogCoord;
|
//varying float fogCoord;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
uniform int colorMode;
|
uniform int colorMode;
|
||||||
uniform float osg_SimulationTime;
|
uniform float osg_SimulationTime;
|
||||||
|
@ -107,7 +108,7 @@ void main()
|
||||||
gl_Position = gl_ModelViewProjectionMatrix * pos;
|
gl_Position = gl_ModelViewProjectionMatrix * pos;
|
||||||
|
|
||||||
//do the colour and fog
|
//do the colour and fog
|
||||||
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||||
|
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
normal = gl_NormalMatrix * gl_Normal;
|
normal = gl_NormalMatrix * gl_Normal;
|
||||||
|
|
|
@ -189,6 +189,7 @@ void main (void)
|
||||||
|
|
||||||
c1 *= ambient_light;
|
c1 *= ambient_light;
|
||||||
vec4 finalColor = c1;
|
vec4 finalColor = c1;
|
||||||
|
finalColor.rgb += getClusteredLightsContribution(ecPosition.xyz, VNormal, basecolor.rgb);
|
||||||
|
|
||||||
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
finalColor.rgb = fog_Func(finalColor.rgb, fogType);
|
||||||
gl_FragColor = finalColor;
|
gl_FragColor = finalColor;
|
||||||
|
|
|
@ -25,6 +25,7 @@ varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
varying vec2 orthoTexCoord;
|
varying vec2 orthoTexCoord;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
varying float yprime_alt;
|
varying float yprime_alt;
|
||||||
varying float mie_angle;
|
varying float mie_angle;
|
||||||
|
@ -77,7 +78,7 @@ void main()
|
||||||
|
|
||||||
// this code is copied from default.vert
|
// this code is copied from default.vert
|
||||||
|
|
||||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||||
gl_Position = ftransform();
|
gl_Position = ftransform();
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
orthoTexCoord = orthophotoTexCoord;
|
orthoTexCoord = orthophotoTexCoord;
|
||||||
|
@ -244,7 +245,7 @@ else // the faster, full-day version without lightfields
|
||||||
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
|
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
|
||||||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||||
|
|
||||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
setupShadows(ecPosition);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -6,7 +6,7 @@
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
|
||||||
|
@ -57,6 +57,7 @@ vec3 landing_light(in float offset, in float offsetv);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
float luminance(vec3 color)
|
float luminance(vec3 color)
|
||||||
{
|
{
|
||||||
|
@ -147,6 +148,7 @@ void main()
|
||||||
|
|
||||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
|
|
||||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||||
|
|
|
@ -120,6 +120,7 @@ vec3 moonlight_perception (in vec3 light) ;
|
||||||
vec3 addLights(in vec3 color1, in vec3 color2);
|
vec3 addLights(in vec3 color1, in vec3 color2);
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
|
|
||||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||||
|
@ -505,6 +506,8 @@ void main (void)
|
||||||
|
|
||||||
fragColor += Specular * nmap.a;
|
fragColor += Specular * nmap.a;
|
||||||
|
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
// BEGIN lightmap
|
// BEGIN lightmap
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
|
|
|
@ -247,5 +247,5 @@ void main(void)
|
||||||
//gl_Position = ftransform();
|
//gl_Position = ftransform();
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
|
|
||||||
setupShadows(gl_ModelViewMatrix * vertex);
|
setupShadows(ecPosition);
|
||||||
}
|
}
|
||||||
|
|
|
@ -6,6 +6,7 @@
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
@ -63,6 +64,7 @@ vec3 flashlight(in vec3 color, in float radius);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
float luminance(vec3 color)
|
float luminance(vec3 color)
|
||||||
{
|
{
|
||||||
|
@ -173,6 +175,7 @@ void main()
|
||||||
|
|
||||||
texel = texture2D(texture, gl_TexCoord[0].st);
|
texel = texture2D(texture, gl_TexCoord[0].st);
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
// implicit lightmap - the user gets to select
|
// implicit lightmap - the user gets to select
|
||||||
|
|
||||||
|
|
|
@ -22,6 +22,7 @@
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
varying float yprime_alt;
|
varying float yprime_alt;
|
||||||
varying float mie_angle;
|
varying float mie_angle;
|
||||||
|
@ -76,7 +77,7 @@ void main()
|
||||||
|
|
||||||
// this code is copied from default.vert
|
// this code is copied from default.vert
|
||||||
|
|
||||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||||
gl_Position = ftransform();
|
gl_Position = ftransform();
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
normal = gl_NormalMatrix * gl_Normal;
|
normal = gl_NormalMatrix * gl_Normal;
|
||||||
|
@ -243,6 +244,6 @@ else // the faster, full-day version without lightfields
|
||||||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||||
|
|
||||||
if (shadow_mapping_enabled) {
|
if (shadow_mapping_enabled) {
|
||||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
setupShadows(ecPosition);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -7,6 +7,7 @@ varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
varying vec3 rawpos;
|
varying vec3 rawpos;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
@ -79,6 +80,7 @@ vec3 flashlight(in vec3 color, in float radius);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
float luminance(vec3 color)
|
float luminance(vec3 color)
|
||||||
{
|
{
|
||||||
|
@ -205,6 +207,8 @@ void main()
|
||||||
fragColor = color * texel;
|
fragColor = color * texel;
|
||||||
fragColor.rgb += specular.rgb;
|
fragColor.rgb += specular.rgb;
|
||||||
|
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
// implicit lightmap - the user gets to select a color which is then made emissive
|
// implicit lightmap - the user gets to select a color which is then made emissive
|
||||||
|
|
||||||
if (implicit_lightmap_enabled == 1)
|
if (implicit_lightmap_enabled == 1)
|
||||||
|
|
|
@ -23,6 +23,7 @@ varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
varying vec3 rawpos;
|
varying vec3 rawpos;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
varying float yprime_alt;
|
varying float yprime_alt;
|
||||||
varying float mie_angle;
|
varying float mie_angle;
|
||||||
|
@ -86,7 +87,7 @@ void main()
|
||||||
|
|
||||||
// this code is copied from default.vert
|
// this code is copied from default.vert
|
||||||
|
|
||||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||||
gl_Position = ftransform();
|
gl_Position = ftransform();
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
normal = gl_NormalMatrix * gl_Normal;
|
normal = gl_NormalMatrix * gl_Normal;
|
||||||
|
@ -301,7 +302,7 @@ else // the faster, full-day version without lightfields
|
||||||
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
|
||||||
|
|
||||||
if (shadow_mapping_enabled) {
|
if (shadow_mapping_enabled) {
|
||||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
setupShadows(ecPosition);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -6,6 +6,7 @@
|
||||||
varying vec4 diffuse_term;
|
varying vec4 diffuse_term;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 relPos;
|
varying vec3 relPos;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
@ -85,6 +86,7 @@ vec3 flashlight(in vec3 color, in float radius);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
float luminance(vec3 color)
|
float luminance(vec3 color)
|
||||||
{
|
{
|
||||||
|
@ -308,6 +310,7 @@ void main()
|
||||||
|
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
// explicit lightmap
|
// explicit lightmap
|
||||||
|
|
||||||
|
|
|
@ -114,6 +114,7 @@ vec3 filter_combined (in vec3 color) ;
|
||||||
vec3 addLights(in vec3 color1, in vec3 color2);
|
vec3 addLights(in vec3 color1, in vec3 color2);
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
|
|
||||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||||
|
@ -625,7 +626,7 @@ void main (void)
|
||||||
|
|
||||||
fragColor += Specular * nmap.a;
|
fragColor += Specular * nmap.a;
|
||||||
|
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
// BEGIN procedural lightmap
|
// BEGIN procedural lightmap
|
||||||
|
|
|
@ -9,7 +9,7 @@ varying vec3 relPos;
|
||||||
varying vec2 rawPos;
|
varying vec2 rawPos;
|
||||||
varying vec3 worldPos;
|
varying vec3 worldPos;
|
||||||
varying vec3 ecViewdir;
|
varying vec3 ecViewdir;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
varying float steepness;
|
varying float steepness;
|
||||||
|
@ -85,6 +85,7 @@ vec3 landing_light(in float offset, in float offsetv);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
|
||||||
{
|
{
|
||||||
|
@ -486,6 +487,7 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
||||||
|
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||||
vec3 hazeColor = get_hazeColor(lightArg);
|
vec3 hazeColor = get_hazeColor(lightArg);
|
||||||
|
|
|
@ -9,6 +9,7 @@ varying vec3 relPos;
|
||||||
varying vec2 rawPos;
|
varying vec2 rawPos;
|
||||||
varying vec3 worldPos;
|
varying vec3 worldPos;
|
||||||
varying vec3 ecViewdir;
|
varying vec3 ecViewdir;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
@ -74,6 +75,7 @@ vec3 get_hazeColor(in float light_arg);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
@ -343,7 +345,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||||
color.rgb +=secondary_light * light_distance_fading(dist) + lightspot(relPos);
|
color.rgb +=secondary_light * light_distance_fading(dist) + lightspot(relPos);
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb + (2.0 * N.r + 0.1 * (noise_01m-0.5))* (1.0 - water_factor)) ;
|
||||||
|
|
||||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||||
|
|
||||||
|
|
|
@ -10,6 +10,7 @@ varying vec3 VTangent;
|
||||||
varying vec3 VBinormal;
|
varying vec3 VBinormal;
|
||||||
varying vec3 vViewVec;
|
varying vec3 vViewVec;
|
||||||
varying vec3 reflVec;
|
varying vec3 reflVec;
|
||||||
|
varying vec3 vertVec;
|
||||||
|
|
||||||
varying vec4 Diffuse;
|
varying vec4 Diffuse;
|
||||||
varying float alpha;
|
varying float alpha;
|
||||||
|
@ -39,6 +40,7 @@ vec3 fog_Func(vec3 color, int type);
|
||||||
//////////////////////
|
//////////////////////
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
void main (void)
|
void main (void)
|
||||||
{
|
{
|
||||||
|
@ -130,6 +132,8 @@ void main (void)
|
||||||
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb * (1.0 - refl_correction * (1.0 - 0.8 * lightness)) * nFactor, color.a);
|
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb * (1.0 - refl_correction * (1.0 - 0.8 * lightness)) * nFactor, color.a);
|
||||||
fragColor += Specular * nmap.a * nFactor;
|
fragColor += Specular * nmap.a * nFactor;
|
||||||
|
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(vertVec, N, texel.rgb);
|
||||||
|
|
||||||
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
|
||||||
gl_FragColor = fragColor;
|
gl_FragColor = fragColor;
|
||||||
}
|
}
|
||||||
|
|
|
@ -11,6 +11,7 @@ varying vec3 VBinormal;
|
||||||
varying vec3 Normal;
|
varying vec3 Normal;
|
||||||
varying vec3 vViewVec;
|
varying vec3 vViewVec;
|
||||||
varying vec3 reflVec;
|
varying vec3 reflVec;
|
||||||
|
varying vec3 vertVec;
|
||||||
|
|
||||||
varying vec4 Diffuse;
|
varying vec4 Diffuse;
|
||||||
varying float alpha;
|
varying float alpha;
|
||||||
|
@ -56,7 +57,7 @@ void main(void)
|
||||||
alpha = gl_Color.a;
|
alpha = gl_Color.a;
|
||||||
|
|
||||||
// Vertex in eye coordinates
|
// Vertex in eye coordinates
|
||||||
vec3 vertVec = ecPosition.xyz;
|
vertVec = ecPosition.xyz;
|
||||||
|
|
||||||
vViewVec.x = dot(t, vertVec);
|
vViewVec.x = dot(t, vertVec);
|
||||||
vViewVec.y = dot(b, vertVec);
|
vViewVec.y = dot(b, vertVec);
|
||||||
|
|
|
@ -15,6 +15,7 @@ uniform sampler2D orthophotoTexture;
|
||||||
varying float yprime_alt;
|
varying float yprime_alt;
|
||||||
varying float mie_angle;
|
varying float mie_angle;
|
||||||
varying vec2 orthoTexCoord;
|
varying vec2 orthoTexCoord;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
uniform float visibility;
|
uniform float visibility;
|
||||||
|
@ -40,6 +41,7 @@ vec3 get_hazeColor(in float light_arg);
|
||||||
vec3 filter_combined (in vec3 color);
|
vec3 filter_combined (in vec3 color);
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
float luminance(vec3 color)
|
float luminance(vec3 color)
|
||||||
{
|
{
|
||||||
|
@ -99,6 +101,7 @@ void main()
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -9,7 +9,7 @@ varying vec3 relPos;
|
||||||
varying vec2 rawPos;
|
varying vec2 rawPos;
|
||||||
varying vec3 worldPos;
|
varying vec3 worldPos;
|
||||||
varying vec2 orthoTexCoord;
|
varying vec2 orthoTexCoord;
|
||||||
|
varying vec4 eyePos;
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
@ -61,6 +61,7 @@ vec3 get_hazeColor(in float light_arg);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
@ -338,6 +339,7 @@ if ((dist < 5000.0)&& (quality_level > 3) && (wetness>0.0))
|
||||||
|
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
|
||||||
|
|
||||||
// here comes the terrain haze model
|
// here comes the terrain haze model
|
||||||
|
|
||||||
|
|
|
@ -27,6 +27,7 @@ varying vec3 relPos;
|
||||||
varying vec2 rawPos;
|
varying vec2 rawPos;
|
||||||
varying vec3 worldPos;
|
varying vec3 worldPos;
|
||||||
varying vec2 orthoTexCoord;
|
varying vec2 orthoTexCoord;
|
||||||
|
varying vec4 eyePos;
|
||||||
|
|
||||||
|
|
||||||
varying float mie_angle;
|
varying float mie_angle;
|
||||||
|
@ -88,7 +89,7 @@ void main()
|
||||||
float scattering;
|
float scattering;
|
||||||
|
|
||||||
rawPos = gl_Vertex.xy;
|
rawPos = gl_Vertex.xy;
|
||||||
vec4 eyePos = gl_ModelViewMatrix * gl_Vertex;
|
eyePos = gl_ModelViewMatrix * gl_Vertex;
|
||||||
worldPos = (osg_ViewMatrixInverse * eyePos).xyz;
|
worldPos = (osg_ViewMatrixInverse * eyePos).xyz;
|
||||||
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
|
steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
|
||||||
|
|
||||||
|
|
|
@ -11,6 +11,7 @@ varying vec3 worldPos;
|
||||||
varying vec3 ecViewdir;
|
varying vec3 ecViewdir;
|
||||||
varying vec2 grad_dir;
|
varying vec2 grad_dir;
|
||||||
varying vec2 orthoTexCoord;
|
varying vec2 orthoTexCoord;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
|
|
||||||
uniform sampler2D texture;
|
uniform sampler2D texture;
|
||||||
|
@ -93,6 +94,7 @@ vec3 landing_light(in float offset, in float offsetv);
|
||||||
vec3 filter_combined (in vec3 color) ;
|
vec3 filter_combined (in vec3 color) ;
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
|
|
||||||
// a fade function for procedural scales which are smaller than a pixel
|
// a fade function for procedural scales which are smaller than a pixel
|
||||||
|
@ -497,6 +499,8 @@ if ((dist < 5000.0) && (combined_wetness>0.0))
|
||||||
|
|
||||||
|
|
||||||
fragColor = color * texel + specular;
|
fragColor = color * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(ecPosition.xyz, n, texel.rgb);
|
||||||
|
|
||||||
|
|
||||||
float lightArg = (terminator-yprime_alt)/100000.0;
|
float lightArg = (terminator-yprime_alt)/100000.0;
|
||||||
vec3 hazeColor = get_hazeColor(lightArg);
|
vec3 hazeColor = get_hazeColor(lightArg);
|
||||||
|
|
|
@ -29,6 +29,7 @@ varying vec3 worldPos;
|
||||||
varying vec3 ecViewdir;
|
varying vec3 ecViewdir;
|
||||||
varying vec2 grad_dir;
|
varying vec2 grad_dir;
|
||||||
varying vec2 orthoTexCoord;
|
varying vec2 orthoTexCoord;
|
||||||
|
varying vec4 ecPosition;
|
||||||
|
|
||||||
varying float mie_angle;
|
varying float mie_angle;
|
||||||
varying float steepness;
|
varying float steepness;
|
||||||
|
@ -110,7 +111,7 @@ void main()
|
||||||
|
|
||||||
// this code is copied from default.vert
|
// this code is copied from default.vert
|
||||||
|
|
||||||
//vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||||
//gl_Position = ftransform();
|
//gl_Position = ftransform();
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
orthoTexCoord = orthophotoTexCoord;
|
orthoTexCoord = orthophotoTexCoord;
|
||||||
|
@ -296,7 +297,7 @@ if (use_IR_vision)
|
||||||
gl_FrontColor.a = mie_angle;
|
gl_FrontColor.a = mie_angle;
|
||||||
gl_BackColor.a = mie_angle;
|
gl_BackColor.a = mie_angle;
|
||||||
|
|
||||||
setupShadows(gl_ModelViewMatrix * gl_Vertex);
|
setupShadows(ecPosition);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -9,6 +9,7 @@ varying float RawPosZ;
|
||||||
varying vec3 WorldPos;
|
varying vec3 WorldPos;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 Vnormal;
|
varying vec3 Vnormal;
|
||||||
|
varying vec4 eyePos;
|
||||||
|
|
||||||
uniform float SnowLevel;
|
uniform float SnowLevel;
|
||||||
uniform float Transitions;
|
uniform float Transitions;
|
||||||
|
@ -35,6 +36,7 @@ vec3 fog_Func(vec3 color, int type);
|
||||||
//////////////////////
|
//////////////////////
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
@ -159,6 +161,7 @@ void main()
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 fragColor = diffuseColor * texel + specular;
|
vec4 fragColor = diffuseColor * texel + specular;
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(eyePos.xyz, n, texel.rgb);
|
||||||
|
|
||||||
if(cover >= 2.5){
|
if(cover >= 2.5){
|
||||||
fragColor.rgb = fragColor.rgb * 1.2;
|
fragColor.rgb = fragColor.rgb * 1.2;
|
||||||
|
|
|
@ -9,6 +9,7 @@
|
||||||
|
|
||||||
varying float RawPosZ;
|
varying float RawPosZ;
|
||||||
varying vec3 WorldPos;
|
varying vec3 WorldPos;
|
||||||
|
varying vec4 eyePos;
|
||||||
varying vec3 normal;
|
varying vec3 normal;
|
||||||
varying vec3 Vnormal;
|
varying vec3 Vnormal;
|
||||||
|
|
||||||
|
@ -19,7 +20,7 @@ void setupShadows(vec4 eyeSpacePos);
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
RawPosZ = gl_Vertex.z;
|
RawPosZ = gl_Vertex.z;
|
||||||
vec4 eyePos = gl_ModelViewMatrix * gl_Vertex;
|
eyePos = gl_ModelViewMatrix * gl_Vertex;
|
||||||
WorldPos = (osg_ViewMatrixInverse * eyePos).xyz;
|
WorldPos = (osg_ViewMatrixInverse * eyePos).xyz;
|
||||||
gl_Position = ftransform();
|
gl_Position = ftransform();
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
|
|
|
@ -66,6 +66,7 @@ vec3 fog_Func(vec3 color, int type);
|
||||||
////////////////////////////////////
|
////////////////////////////////////
|
||||||
|
|
||||||
float getShadowing();
|
float getShadowing();
|
||||||
|
vec3 getClusteredLightsContribution(vec3 p, vec3 n, vec3 texel);
|
||||||
|
|
||||||
|
|
||||||
//////rotation matrices/////////////////////////////////////////////////////////
|
//////rotation matrices/////////////////////////////////////////////////////////
|
||||||
|
@ -262,6 +263,8 @@ void main (void)
|
||||||
|
|
||||||
fragColor += Specular * nmap.a;
|
fragColor += Specular * nmap.a;
|
||||||
|
|
||||||
|
fragColor.rgb += getClusteredLightsContribution(eyeVec, N, texel.rgb);
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
// BEGIN lightmap
|
// BEGIN lightmap
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
|
|
|
@ -58,6 +58,9 @@ Started September 2000 by David Megginson, david@megginson.com
|
||||||
<enabled type="bool" userarchive="y">false</enabled>
|
<enabled type="bool" userarchive="y">false</enabled>
|
||||||
<sun-atlas-size type="int" userarchive="y">2048</sun-atlas-size>
|
<sun-atlas-size type="int" userarchive="y">2048</sun-atlas-size>
|
||||||
</shadows>
|
</shadows>
|
||||||
|
<clustered-shading>
|
||||||
|
<enabled type="bool" userarchive="y">false</enabled>
|
||||||
|
</clustered-shading>
|
||||||
<photoscenery>
|
<photoscenery>
|
||||||
<enabled type="bool" userarchive="y">false</enabled>
|
<enabled type="bool" userarchive="y">false</enabled>
|
||||||
</photoscenery>
|
</photoscenery>
|
||||||
|
|
Loading…
Reference in a new issue